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your thoughts on my control panel design?

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vader:

NoOne, can you be more specific on mapping the joy for Qbert....I was gonna build a dedicated panel for Qbert, but if there is something esle, I'm all ears....

Tim

Sorry if I jacked your thread  ???

rchadd:


--- Quote from: NoOne=NBA= on October 15, 2004, 05:57:40 pm ---A few points I would make are:
The only games it would be really not good for are the golf/bowling trackball games where you need to let fly on the ball.

--- End quote ---

no way would that work for shuffleshot - you need space to give the ball a good spin

if you have a trackball - you MUST play Shuffleshot !

buttons placements would be also be wierd also for missile command/centipede - to me the buttons should be approximately aligned with your trackball.

quarterstringer:



Wow, so many controls :). I'm assuming that this is a one player control panel. Here's my quick solution.

1. You can use the 4-way with the buttons in the middle for a Defender/Stargate layout that can also be used for Asteroids. But you'll have to hit hyperspace with your right hand. I would try to put the thumb/reverse button as close to the joystick as possible. Even cutting away some of the joystick base if possible.

2. The trackball is now lined up with the left buttons for Missile Command and Centipede type games.

3. Now you have dual 8-ways for Robotron and Smash TV. If you don't need dual 8-ways exchange the right joystick for your diagonal Q-bert joystick.

Tiger-Heli:

I assume your original design was for a single player panel.  I like NBA = NoOne's revision personally, because it will work for classic two player games (1943, Top Gunner) and places the buttons next to a joystick.  The latter really bothered me about your original design.

I didn't like QuarterStringer's suggestion, personally, but it's your panel.


--- Quote from: sdrob04 on October 15, 2004, 04:39:22 pm ---1.  With the exception of the trigger flight stick (feedback for which would be greatly appreciated), I opted for leaf joysticks all the way.  I came to realize how significant this choice was when I began the design work--yikes!

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If you haven't already bought the trigger flight stick, you could save a ton of money (at the expense of authentic feel) by making one of the many hacks that mount a PC joystick handle to an arcade joystick base and shaft.

--- Quote ---5.  I originally wanted the spinner to be right of center (a la Tempest), but the desire for dual 8-way functionality won out.  When I lay my hands on my mock up, it seems as though I can use either the left or right hand with minimal interference.

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Again, I guess you meant dual 8-way like Robotron, etc.  but again the button placement is ignoring classic 8-way games like Twin Cobra, 1943, etc.  I agree with NBA on the stick placement and don't think any of the trigger sticks would work well as a second eight way.  Trigger Stick games (Gorf, Zaxxon, Afterburner (ok, analog), Tron, DOT, typically used a single trigger stick).  You could maybe get by with a left leaf joy and a right leaf base with trigger handle, but the positioning would be wrong for Tron, etc.  Again, I like NBA's solution.

--- Quote ---Admin buttons:  not knowing any better, would most people out there concur with Saint's justification for the amount and placement of admin and flipper buttons?

--- End quote ---
Errmn, that would be easier to answer if you told me what Saint's ideas were.

My personal opinion - You want Start buttons and Coin buttons or slots for each player.  (I like the idea of using the coin reject buttons as coin buttons).  You need a dedicated pause button.  I personally like a dedicated Escape button.  All other admin buttons are accessed by plugging in a keyboard.

As far as flipper buttons - I plan to have them on my desktop controller, but it might be hard to have them look correct on a cab.  On a cab, I would probably try to get away with using the left-most and right-most panel buttons for these.

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